In Cold Blood
Banned
We all know that there are proprietary engines, and then third party engines like Unreal and Unity.
We also all know that not all engines are created equal, and not all engines are suitable for every type of game.
Some are awesome for FPS, like Frostebite, but then when it was mandated to be used by all studios, it didn't perform as well.
There will always be a need for some studios to maintain their own engines.
Some of the best looking games are actually on proprietary engines. God of War, The Last Of Us, Ratchet and Clank, Horizon, Doom, Forza, Plague Tale and Red Dead Redemption for instance, which begs the question, why would they change?
There are reasons why some studios will ditch their own game engine and switch to Unreal for instance. It's expensive to update an engine. Not just any developer can build an engine, let alone a good one.
So for some, like CDPR, it's just not worth the trouble. The time it takes to update an engine can take 12-18 months, and that's down time for alot of the studio. Maybe they don't have the skillset to keep up?
Now some smaller studios have shown that they are able to compete. Asobos engine for instance can produce games as good looking as any, and they are a smaller studio in the scheme of things.
There is, however, another major issue that studios face that might influence their decision to go with Unreal over their own engine, and that is attracting talent. Top talent.
Every single developer has worked on Unreal Engine at some point. It's a good engine to use, and becoming proficient on it can help you in getting a good job.
So in a world where the best devs are in.high demand, they can be picky about what jobs they want to take.
A very important thing for a developer is his resume, or body of work. It's one thing to say you worked on an idie game, it's another to say you worked on The Last Of Us.
So herein lies the issues for studios, and one that a few have recently had to deal with.
Take 343. They brought out a new engine for Halo. It was by all accounts, a bit of a dog. It took devs awhile to get their heads around, and as MS had a maximum time limit of 18 months for contractors, they would then have to move them on and bring on another newbie that then had to get used to the engine.
For 343, using Slipspace became a issue for them in attracting devs to come and work for them. If you are a dev and you spend 18 months working on Slipspace, and then have to move on and none of that experience you got with that engine is going to help you in any other game development studio, why would you bother?
Now, some studios will always be attractive to quality devs regardless of them using a different engine.or not. Sure, learning how to work on ND, or SSM, or Id or Rockstars engine won't help you in any other studio, having on your resume that you worked on GOW, or Red Dead Redemption is very attractive for potential employers.
This is one of the major issues facing studios using their own engines. Devs love Unreal. They would rather work on Unreal then some smaller engine you won't ever use again.
As Unreal is the most used engine in the world, your bread is best buttered by being a legend on that.
This is becoming one of the major issues facing studios when deciding if to keep using their own engine, or going with Unreal.
We also all know that not all engines are created equal, and not all engines are suitable for every type of game.
Some are awesome for FPS, like Frostebite, but then when it was mandated to be used by all studios, it didn't perform as well.
There will always be a need for some studios to maintain their own engines.
Some of the best looking games are actually on proprietary engines. God of War, The Last Of Us, Ratchet and Clank, Horizon, Doom, Forza, Plague Tale and Red Dead Redemption for instance, which begs the question, why would they change?
There are reasons why some studios will ditch their own game engine and switch to Unreal for instance. It's expensive to update an engine. Not just any developer can build an engine, let alone a good one.
So for some, like CDPR, it's just not worth the trouble. The time it takes to update an engine can take 12-18 months, and that's down time for alot of the studio. Maybe they don't have the skillset to keep up?
Now some smaller studios have shown that they are able to compete. Asobos engine for instance can produce games as good looking as any, and they are a smaller studio in the scheme of things.
There is, however, another major issue that studios face that might influence their decision to go with Unreal over their own engine, and that is attracting talent. Top talent.
Every single developer has worked on Unreal Engine at some point. It's a good engine to use, and becoming proficient on it can help you in getting a good job.
So in a world where the best devs are in.high demand, they can be picky about what jobs they want to take.
A very important thing for a developer is his resume, or body of work. It's one thing to say you worked on an idie game, it's another to say you worked on The Last Of Us.
So herein lies the issues for studios, and one that a few have recently had to deal with.
Take 343. They brought out a new engine for Halo. It was by all accounts, a bit of a dog. It took devs awhile to get their heads around, and as MS had a maximum time limit of 18 months for contractors, they would then have to move them on and bring on another newbie that then had to get used to the engine.
For 343, using Slipspace became a issue for them in attracting devs to come and work for them. If you are a dev and you spend 18 months working on Slipspace, and then have to move on and none of that experience you got with that engine is going to help you in any other game development studio, why would you bother?
Now, some studios will always be attractive to quality devs regardless of them using a different engine.or not. Sure, learning how to work on ND, or SSM, or Id or Rockstars engine won't help you in any other studio, having on your resume that you worked on GOW, or Red Dead Redemption is very attractive for potential employers.
This is one of the major issues facing studios using their own engines. Devs love Unreal. They would rather work on Unreal then some smaller engine you won't ever use again.
As Unreal is the most used engine in the world, your bread is best buttered by being a legend on that.
This is becoming one of the major issues facing studios when deciding if to keep using their own engine, or going with Unreal.
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